use std::f32::consts::TAU; use bevy::prelude::*; use bevy_mod_outline::*; #[bevy_main] fn main() { App::new() .insert_resource(Msaa::Sample4) .insert_resource(ClearColor(Color::BLACK)) .add_plugins((DefaultPlugins, OutlinePlugin)) .add_systems(Startup, setup) .add_systems(Update, rotates) .run(); } #[derive(Component)] struct Rotates; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Add sphere with child meshes sticking out of it commands .spawn(PbrBundle { mesh: meshes.add(Sphere::new(0.75).mesh().uv(30, 30)), material: materials.add(StandardMaterial::from(Color::srgb(0.9, 0.1, 0.1))), transform: Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)), ..default() }) .insert(OutlineBundle { outline: OutlineVolume { visible: true, colour: Color::WHITE, width: 10.0, }, stencil: OutlineStencil { offset: 5.0, ..default() }, ..default() }) .insert(Rotates) .with_children(|parent| { parent .spawn(PbrBundle { mesh: meshes.add( Capsule3d::new(0.2, 1.0) .mesh() .rings(15) .latitudes(15) .longitudes(15) .build(), ), material: materials.add(StandardMaterial::from(Color::srgb(0.1, 0.1, 0.9))), transform: Transform::from_rotation(Quat::from_axis_angle(Vec3::X, TAU / 4.0)) .with_translation(Vec3::new(0.0, 0.0, 0.75)), ..default() }) .insert(InheritOutlineBundle::default()); parent .spawn(PbrBundle { mesh: meshes.add( Torus { minor_radius: 0.1, major_radius: 0.5, } .mesh() .minor_resolution(15) .major_resolution(30) .build(), ), material: materials.add(StandardMaterial::from(Color::srgb(0.1, 0.1, 0.9))), transform: Transform::from_rotation(Quat::from_axis_angle(Vec3::Z, TAU / 4.0)) .with_translation(Vec3::new(0.0, 0.0, -0.75)), ..default() }) .insert(InheritOutlineBundle::default()); }); // Add plane, light source, and camera commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::new(Vec3::Y, Vec2::new(5.0, 5.0)).mesh().build()), material: materials.add(StandardMaterial::from(Color::srgb(0.3, 0.5, 0.3))), ..default() }); commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } fn rotates(mut query: Query<&mut Transform, With>, timer: Res